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  • Riddell Football Helmet modelling

    Posted by Ryan Kehn on September 20, 2010 at 3:22 am

    Hi All,

    After days of struggling with meshes and various techniques, I’m giving up and looking for someone smarter than me to help:)

    I’m trying to mold a specific model of football helmet, the Riddell Revolution Speed. A standard football helmet would not be so challenging, however, as you can see in the attached pictures, this one has a very unique topography and contouring that I, for the life of me, cannot replicate in a manner that is pleasing to the eye:)

    I’m hoping someone can give me a hand in setting up the mesh, and executing the shaping of the contours. This is a little advanced for me, but you can’t learn anything new if you don’t try right!

    As you can see in my attached project file, i’m just getting a crappy mesh when I attempt to extrude the contours. I originally crafted the shell of the helmet using a sphere, deleting the unused portions and shaping from there but that didn’t set me up very well. I then took a technique i saw in a 3DsMax tutorial for modelling a standard football helmet which began with a cylinder. again, close, but not quite right, and a little bumpy.

    Any suggestions anyone has would be greatly appreciated as I’d love to get this thing going and done!

    Please let me know if there are any other questions.

    Thanks a lot and i hope to hear from you all soon!

    1103_helmet1.zip

    Best,
    Ryan

    Ryan Kehn
    Senior Media Designer
    Stadium Management Company, LLC
    Denver Broncos Football Club
    ry*******@*********fl.net

    Todd Dack replied 15 years, 6 months ago 3 Members · 2 Replies
  • 2 Replies
  • Brian Jones

    September 21, 2010 at 3:21 am

    I fooled with it a bit – out of time now, not complete, not good but hopefully you can see some of what’s happening. The Hypernurb way is probably the way to go, there are a number of important points.
    Try and get the lines to be straight – smooth loops, look at yours and mine from the side- unless they need to be not straight
    Try to use quads wherever possible but don’t worry too much if you can’t unless it affects the smoothed mesh
    Get the smooth shape first add cuts for details later so you don’t have to move too many points to adjust shape later
    Learn about using the Modelling Axis adjustments and Soft Selection.
    (I’m not that practiced a modeller so others may have better hints)

    oh yeah, about the symmetry object – it’s easier to deal with if the mesh is in it and the hypernurb is the parent – it makes the seam easier to do

    Mostly I just used the slide tool to push points to straighten the lines, knife in loop mode to add a loop around the ear for the detail there and some line cuts and Untriangulate to shift some unavoidable tri-polys orientation

    1108_helmet2.zip

  • Todd Dack

    October 27, 2010 at 3:01 pm

    Was there ever a successful Revo Speed modeled? I’ve been searching for a modeling tutorial and came across your thread. I’m working still on trying to figure it out and was wondering if you had any further tips/tutorials/files you could share. Thanks!

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